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MWMechanics::AiCombat Member List

This is the complete list of members for MWMechanics::AiCombat, including all inherited members.

AiCombat(const MWWorld::Ptr &actor)MWMechanics::AiCombat
AiCombat(const ESM::AiSequence::AiCombat *combat)MWMechanics::AiCombat
AiPackage()MWMechanics::AiPackage
attack(const MWWorld::Ptr &actor, const MWWorld::Ptr &target, AiCombatStorage &storage, CharacterController &characterController)MWMechanics::AiCombatprivate
canCancel() const MWMechanics::AiCombatinlinevirtual
checkWayIsClearForActor(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::Ptr &actor)MWMechanics::AiPackageprotected
clone() const MWMechanics::AiCombatvirtual
doesPathNeedRecalc(const ESM::Pathgrid::Point &newDest, const MWWorld::CellStore *currentCell)MWMechanics::AiPackageprotectedvirtual
evadeObstacles(const MWWorld::Ptr &actor, float duration, const ESM::Position &pos)MWMechanics::AiPackageprotected
execute(const MWWorld::Ptr &actor, CharacterController &characterController, AiState &state, float duration)MWMechanics::AiCombatvirtual
fastForward(const MWWorld::Ptr &actor, AiState &state)MWMechanics::AiPackageinlinevirtual
followTargetThroughDoors() const MWMechanics::AiPackagevirtual
getPriority() const MWMechanics::AiCombatvirtual
getRepeat() const MWMechanics::AiPackagevirtual
getTarget() const MWMechanics::AiCombatvirtual
getTypeId() const MWMechanics::AiCombatvirtual
init()MWMechanics::AiCombat
isReachableRotatingOnTheRun(const MWWorld::Ptr &actor, const ESM::Pathgrid::Point &dest)MWMechanics::AiPackagestatic
isTargetMagicallyHidden(const MWWorld::Ptr &target)MWMechanics::AiPackage
mIsShortcuttingMWMechanics::AiPackageprotected
mLastActorPosMWMechanics::AiPackageprotected
mObstacleCheckMWMechanics::AiPackageprotected
mPathFinderMWMechanics::AiPackageprotected
mRotateOnTheRunChecksMWMechanics::AiPackageprotected
mShortcutFailPosMWMechanics::AiPackageprotected
mShortcutProhibitedMWMechanics::AiPackageprotected
mTargetActorIdMWMechanics::AiCombatprivate
mTimerMWMechanics::AiPackageprotected
pathTo(const MWWorld::Ptr &actor, const ESM::Pathgrid::Point &dest, float duration, float destTolerance=0.0f)MWMechanics::AiPackageprotected
reset()MWMechanics::AiPackage
rotateActorOnAxis(const MWWorld::Ptr &actor, int axis, MWMechanics::Movement &actorMovementSettings, MWMechanics::Movement &desiredMovement)MWMechanics::AiCombatprivate
shortcutPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::Ptr &actor, bool *destInLOS)MWMechanics::AiPackageprotected
shouldCancelPreviousAi() const MWMechanics::AiCombatinlinevirtual
sideWithTarget() const MWMechanics::AiPackagevirtual
TypeId enum nameMWMechanics::AiPackage
TypeIdActivate enum valueMWMechanics::AiPackage
TypeIdAvoidDoor enum valueMWMechanics::AiPackage
TypeIdCombat enum valueMWMechanics::AiPackage
TypeIdEscort enum valueMWMechanics::AiPackage
TypeIdFace enum valueMWMechanics::AiPackage
TypeIdFollow enum valueMWMechanics::AiPackage
TypeIdNone enum valueMWMechanics::AiPackage
TypeIdPursue enum valueMWMechanics::AiPackage
TypeIdTravel enum valueMWMechanics::AiPackage
TypeIdWander enum valueMWMechanics::AiPackage
updateActorsMovement(const MWWorld::Ptr &actor, float duration, AiCombatStorage &storage)MWMechanics::AiCombatprivate
updateFleeing(const MWWorld::Ptr &actor, const MWWorld::Ptr &target, float duration, AiCombatStorage &storage)MWMechanics::AiCombatprivate
updateLOS(const MWWorld::Ptr &actor, const MWWorld::Ptr &target, float duration, AiCombatStorage &storage)MWMechanics::AiCombatprivate
writeState(ESM::AiSequence::AiSequence &sequence) const MWMechanics::AiCombatvirtual
~AiPackage()MWMechanics::AiPackagevirtual